EDIT: I changed up the title to allow for all the other dumb assists nobody knows are beast.
This is gonna be a dedicated to the oddball assists that utilize characters’ normals rather than special moves. I think most everybody ignores these, but upon hearing that VDO was beasting with Bonerine Ground type, I checked out a bunch of them and they are useful/broken in a lot of circumstances.
A general pro across the board is that the recall timing for these is quick-- somewhere in the range of Spiral or Son’s projectile types, fast-- so you can work ground or tri-jump strings for block pressure, integrate something like Bonerine Ground (s.HP) for more block-stun, then set-up another hi-lo strike.
Wolverine(s) is the king of using these assists as far as I can tell; he can delay his standing magic series subtly to allow time to recall the normal assist, and cr.HK makes up disgusting ground in the face of push-block. He can call helper, do j. uf LP, HP overhead expecting a block, then play games from the other side, potentially getting another free setup with assist. Layers on top of layers.
With Son-son, I was able to do repeated normal jump AD, quick magic series ending with j.HP with Bonerine ground type covering most of the counterable spaces.
Iceman can call one of the launcher assists, sj. upback LP overhead, d.HP iceball, cancel to qcf K iceball, then work off of the stun.
I was able to get workable block strings out of some of the clunkier characters as well. Jin was interesting with O.Red Ground type (s.Hk), he gets to overhead light hit, HK drill down and work off of stun frames.
Even Magnus launcher assist starts to sound scary on MSP when both storm and psylocke get to extend their ground strings, and Storm with that much plus frame advantage already is just plain scary to me.